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 Post subject: Zuhayr's big list of shit.
PostPosted: Thu Dec 24, 2015 6:30 am 
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Posts: 136
Location: Australia
  • Implement Nienhause's jewelry system.
  • Implement multiturf fusion and fission engines.
  • Make geothermal engines less shit.
  • Simplify (or remove) power and atmosphere machinery.
  • Reimplement AIs in some form.
  • Implement BBS servers (thanks Loganbacca)
  • Fix the bugs with mechs and the map generator.
  • Implement Skowron's sprites, including the large mech sprite.
  • Implement the dead drop system to replace the antag uplink.
  • Fully implement smugger, serial killer and saboteur, including objectives.
  • Rip out and replace telecomms with a dedicated process and a handful of machines to handle the entire Z-level.
  • Resprite all the new food items (Pawn is working on this, tyvm ily)
  • Sprite and implement a distress beacon machine.
  • Design, fluff, sprite and implement a pirate team, a Jovian naval team, a corporate high-threat response team, and a submarine full of degenerate mutant colonists for the above.
  • Look at Psi's AI rewrite and Neerti's swarming AI mechanics.
  • Add more fish and undersea life.
  • Resprite all of the fabricators.
  • Convert more machines to the terminal/data network system and make them constructable.
  • Work on making all machines in the game constructable.
  • Work on making all devices and guns in the game constructable.

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 Post subject: Re: Zuhayr's big list of shit.
PostPosted: Fri Dec 25, 2015 12:17 pm 
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Quote:
Simplify (or remove) power and atmosphere machinery.

This one confuses me. What changes are in mind, and what issues are there currently?


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 Post subject: Re: Zuhayr's big list of shit.
PostPosted: Sat Dec 26, 2015 9:05 am 
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Atmos machinery is a major piece of overhead that isn't really necessary for a colony map with a contained atmosphere. I would like to integrate pipe networks with the new conduit code too.

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 Post subject: Re: Zuhayr's big list of shit.
PostPosted: Sun Dec 27, 2015 1:11 am 
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Joined: Sat Jun 27, 2015 4:55 pm
Posts: 13
Zuhayr wrote:
[*]Design, fluff, sprite and implement a pirate team, a Jovian naval team, a corporate high-threat response team, and a submarine full of degenerate mutant colonists for the above.


I'd be happy to try my hand at any of those, but I'd need a little bit of direction first (guess that's the design part, I dunno).


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 Post subject: Re: Zuhayr's big list of shit.
PostPosted: Mon Dec 28, 2015 6:00 pm 
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Joined: Tue Jun 23, 2015 9:55 am
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Location: Australia
Pirate team would just be a rag-tag group of jerks with guns and scavenged armour. Naval team would be very Starship Troopers I think, I've been trying to go for an Alien/Aliens grungy retrofuture for the new machine and terminal icons so it'd be fitting. They get railguns, so their tech is pretty good. High threat response team would be more black ops/PMC.

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 Post subject: Re: Zuhayr's big list of shit.
PostPosted: Mon Dec 28, 2015 10:50 pm 
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Hm, okay. I'm wondering what kind of equipment the Jovian naval team (this is the one I'm interested in spriting right now) would have and what's already been done.

Anyways, disregarding that, here's a dark brown jumpsuit. Who's it for? I don't know. Jovians, pirates, high threat team, take your pick.
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